Graphics Programs Reference
In-Depth Information
To demonstrate just how simple this operation can be, we are going to make use of
the saturation control found in the postprocessing section of V-Ray's Indirect illumin-
ation controls.
To take a look at the kind of result we can get when using that control, open up the
Color_Bleed.skp scene file from your downloaded exercise files.
Bringing color bleed under control
This scene is a variation of the room we worked with in our opening chapter, but this
time around it has been set up with a couple of very specific requirements in mind.
First of all, it has been optimized to be pretty much neutral with respect to the color
of light being bounced around the environment (as seen in the rendered image).
Secondly, as a consequence of that neutrality, the Global Illumination system is now
extremely sensitive to any kind of coloration that may be introduced into the room.
This, of course, is exactly what we are going to do in this exercise. To do that, we will
need to perform the following steps:
1. Double-click on the floor geometry in the scene to open up the group.
2. Then, click to select the floors facing the polygon (we could of course triple-
click straight away if we prefer).
3. From the V-Ray toolbar, click on the Material editor icon to open that up.
4. In the material list on the left, locate the Colored Floor Over Ride material,
right-click on it, and use the Apply Material to Selection option.
5. Close the Material editor.
6. Click on the Edit menu and click on the Close Group/Component option.
If we now hit the render button up on the V-Ray toolbar, what we get from the com-
pleted render should match the rendered image that we can see in the following
screenshot:
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